# the strict conceptual limitations of no man's sky in which no man's sky is seen as a saviour of modern (indie?) video garming simply for 'looking like a video garme' interesting how the over-saturated palette of n.m.s culturally confers notions of richness and fecundity - for some researchers at least a quote which might apply: "the best thing about no man's sky is the trailer" - that is as a display of raw romantic idealism http://www.youtube.com/watch?v=rrpdn5qpp3s the holy-overtoned music combined with aggressive styling *suggests* an infinite universe of unlimited possibility - yet what is 'infinite' seems merely humanity's limitless expansionist greed. as the developer states "it's yours for the taking" imagine yourself not as the seemingly neural observer of the player but as a private alien investigator asking what crime no man's sky is committing. it's possible to read "every atom procedural" as really implying "all garmeplay mechanics strictly by the book" teh garme is precisely about the feeling of being an aggressively pioneering frontiersman 'making ir mark'; therefore the phrase no man's sky means everything's up for grabs by those manly men with the minerals (big deposits) to claim them as ir own; 'rich' capitalist natural resources indeed the seeming aliveness may also be read as a mere cruel simulation - a barren parody of organic life unlike say minecraft there seems a strict disconnect between how what's on screen directly fails to gives feedback about the state of teh garme as a system as professor / entrepreneur kevin slavin correctly states algorithms increasingly shape the world - literally // video here die of boredom long before seeing every planet developer sean murray boldly states our own sun would go die before a player could see every planet. this is entirely the wrong aspect of teh garme to emphasise since it has nothing to do with any potential human / human scale meanings teh garme might offer - which seem strictly small beans - ie. 'explore' / grind as for teh garme as a system what about an ambient emergent proceduralism in which entirely new types of in-garme objects processes and behaviors spontaneously occur which no developer could have possibly predicted or expected? forget different types of trees or oddly colored quadrupeds - what about entirely different types of reality? that is it's a shame procedural generation isn't more directly tied to the notion of emergent garmeplay - interlocking garme mechanics using feedback to generate completely un-designed play behaviors // republic of bob